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Werewolf W5 Combat cheat sheet

Turn order, actions, and reminders. At-the-table reference for Werewolf: The Apocalypse 5th Edition.

Werewolf W5 combat: d10 dice pools, Rage dice for supernatural power, five forms with tactical tradeoffs, and regeneration that keeps you fighting.

Initiative
Pool
Wits + Awareness (flat value, no roll)
Ties
Higher Composure
Action economy
  • 1 major action per turn: attack, use a Gift, change form, interact.
  • 1 minor action: move, speak, draw weapon.
  • Split dice pool to attack two targets (divide before rolling).
Attack roll
Melee
Strength + Brawl (claws/bite) or Melee
Ranged
Composure + Firearms
Success
6+ on each d10
Critical
Two 10s (paired) = critical success
Rage dice
  • Replace an equal number of regular dice in your pool (not added on top).
  • Rage dice that show 6+ = successes, same as regular.
  • Brutal result: Rage dice contribute to a critical (two 10s involving Rage) = brutal outcome. You succeed with extreme violence.
  • Lose the Wolf: Rage dice show 1s and the roll fails = involuntary shift to Crinos, or Rage-driven frenzy.
  • Rage is spent and gained during play (Gifts, shifting, taking damage).
Forms (5)
Homid
Human. No bonuses, blends in.
Glabro
Near-human. +1 Physical, intimidating.
Crinos
War form. +3 Physical, +2 health, regen 1 superficial/turn. Can't use tech or speak human language.
Hispo
Dire wolf. +2 Physical, fast, bite attack.
Lupus
Wolf. +1 Physical, enhanced senses, fastest form.
  • Shifting costs 1 Rage (free when entering combat in Crinos).
  • Crinos causes Delirium in mortals (fear/madness).
Damage and regeneration
  • Superficial damage: halved (round down). Aggravated: full.
  • Regeneration: heal 1 superficial per turn in any form.
  • Aggravated healing: Rage check to heal 1 aggravated (costs Rage).
  • Silver: deals aggravated damage and cannot be regenerated normally.
Health tracker
  • All superficial boxes filled: impaired (-2 dice).
  • Aggravated past full tracker: torpor-like collapse.
  • Garou are hard to kill: regeneration keeps them standing where mortals would fall.
Frenzy
  • Triggers: provocation, Rage 5, silver wounds, fire.
  • Resist: Wits + Composure (difficulty 3+, higher under extreme triggers).
  • In frenzy: Crinos form, attack nearest threat (or flee if outmatched).
  • Ends when trigger is removed or Willpower spent.
Common mistakes
  • Rage dice replace pool dice, they do not add extra dice.
  • Crinos is powerful but conspicuous: Delirium draws attention and complications.
  • Silver is aggravated AND blocks regeneration: it is the Garou's biggest vulnerability.
  • Frenzy is not optional flavor: it mechanically forces form and behavior.
  • Shifting costs Rage: burning all your Rage on Gifts leaves you stuck in one form.

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